True West was written way back in 1979 and play tested thoroughly at gaming convention tournaments for about 5 years before it was copyrighted and trademarked in 1984. That makes True West one of the oldest Wild West Roleplaying games and the most play tested RPG's. Nine character templates are provided within this book, making character creation and game setup quick and easy. Many historically accurate weapons and items have been included within the rules. The system is unique and covers everything you ever wanted to know about the old west. The front and back covers and cover art was created by the famous western artist Tom C. Horn, who is a long time friend and gamer himself. I hope you enjoy True West as much as I have in creating it. Get your game on now!
Shooting Iron is an exciting wild west role-playing game for two or more people ages 10 years and up. Easy to learn and easy to play all you need are a set of polyhedral dice and this rulebook to play. Players take on the roles of various inhabitants of the Wild West. Characters travel through the magnificent vistas of the West experiencing adventure, danger, and excitement. Gunfights, wagon trains, cattle drives, and more await you inside these pages.
The ultimate Western RPG has arrived for the BESM d20 System ... and the Wild West will never be the same! Discover a world in a harsh new frontier, where a plot of land makes you a king and a pistol makes you a god. West brings you 10 new character classes, new Feats, dynamic and easy-to-learn new game rules, and an original world for you to discover. Be a cowboy or a lawman, or dive into the mysterious world of the Shaman or Mystics. Saddle up!
Bring your next Western roleplaying campaign to life with The Cowtown Creator, a universal source-book featuring over 200 pages of descriptions, maps, floor plans, period photographs, character profiles, lists, and scenario ideas taken directly from the annals of the Old West and presented in Knuckleduster's signature "truth-is-stranger-than-fiction" style. For use with any roleplaying game. Additional materials provided for Deadlands(TM), Deadlands D20 (TM), and Fudge (TM).
One moment sets the course of destiny. But what if that one moment was changed in the smallest of ways? What if one madman's plan actually were to succeed beyond our known history? The Old West-The Wild West, The American Frontier-is one of the world's most familiar modern myths. The time was draped in ruggedness; there was an idealized dream of freedom, and a notion that just one person could shape the world. That myth belongs to all of us. Yet so many stories of truth, justice, and the American Way have been stolen, erased, and never recorded. Haunted West is a game about hope through struggle. It is a game that pieces together the stories of the largely forgotten people of the Old West, the people who have been whitewashed by history. Discover the American experience in the Weird West. Grab your rifle, jet pack, and spurs to battle traitorous rebels in the defense of freedom, join the fight against temporally displaced dinosaurs, rustle cattle to make ends meet, and hijack a train full of illicit Confederate gold!
The newest game set in the world of darkness in which players take the roles of spirit warriors or normal humans trying to survive in the savage west. This rule book contains information players need to create characters, and that storytellers need to run a game. In the WORLD OF DARKNESS series.
Imagine: A fantasy world, but not one based on Medieval/Dark Ages European culture and myth, but rather on the tropes of the Spaghetti Western and Chinese Wuxia. Add steampunk elements. Mix well. A fantasy world that mixes the inspirations of Django and Crouching Tiger, Hidden Dragon... The Good, The Bad & The Ugly and House of Flying Daggers... Fistful of Dollars and Fist of Legend. A fantasy world that's explored through a book series, a constantly-updated website, a tabletop role-playing game, comics, artwork, webseries and much, much, more. This is FAR WEST. Tales of the Far West is the first book in Adamant Entertainment's Wuxia-Western mash-up, featuring a dozen all-new tales written by critically-acclaimed and award-winning fantasy, science-fiction, horror and adventure authors, including: "He Built The Wall To Knock It Down" by Scott Lynch: A master teaches an unforgettable lesson in the pursuit of excellence in all things. "In Stillness, Music" by Aaron Rosenberg: A wandering musician is all that stands between a village and a cattle baron. "Riding The Thunderbird" by Chuck Wendig: A herd of giant, flightless birds, a young girl, and a sudden lesson. "Purity of Purpose" by Gareth-Michael Skarka: Who seeks the secret of the Unsurpassed Weapons? "Paper Lotus" by Tessa Gratton: A strange girl tasks a wounded man to deliver a crucial message. "In the Name of the Empire" by Eddy Webb: A sheriff is charged with the murder of an Imperial Magistrate. "Errant Eagles" by Will Hindmarch: A gunslinger faces the consequences of his past. "Railroad Spikes" by Ari Marmell: A bandit finds that he's robbed the wrong train. "The Fury Pact" by Matt Forbeck: An inventor's son faces the responsibility of his name. "Seven Holes" by T.S. Luikart: An apprentice learns the true nature of demons. "Local Legend" by Jason L. Blair: Red Phoenix was dead, and the bounty hunter tells the tale. "Crippled Avengers" by Dave Gross: A band of fighters seek to take revenge on the steam baron who crippled them.
Owl Hoot Trail is a fantasy steampunk Western game (reviewed here and here) published by Pelgrane in 2013. Clinton R. Nixon wrote the core of the game that Matt Breen and I developed. Our aim wasnt to make a Western-flavored fantasy game that felt like D&D with spurs; it was to make a game just as deadly and cinematic as your favorite Clint Eastwood movie, except with giant steampunk monstrosities, gun-slinging Orcs, Dwarvish prospectors, and blandly smiling grifters who demolish you in a hand of poker while they chat secretly with each other in Elvish. If we ended up with female halfling marshals gunning down owlbear rustlers at high noon, we were hitting our design goals.
Wild Bill’s ever-evolving legend When it came to the Wild West, the nineteenth-century press rarely let truth get in the way of a good story. James Butler “Wild Bill” Hickok’s story was no exception. Mythologized and sensationalized, Hickok was turned into the deadliest gunfighter of all, a so-called moral killer, a national phenomenon even while he was alive. Rather than attempt to tease truth from fiction, coauthors Paul Ashdown and Edward Caudill investigate the ways in which Hickok embodied the culture of glamorized violence Americans embraced after the Civil War and examine the process of how his story emerged, evolved, and turned into a viral multimedia sensation full of the excitement, danger, and romance of the West. Journalists, the coauthors demonstrate, invented “Wild Bill” Hickok, glorifying him as a civilizer. They inflated his body count and constructed his legend in the midst of an emerging celebrity culture that grew up around penny newspapers. His death by treachery, at a relatively young age, made the story tragic, and dime-store novelists took over where the press left off. Reimagined as entertainment, Hickok’s legend continued to enthrall Americans in literature, on radio, on television, and in the movies, and it still draws tourists to notorious Deadwood, South Dakota. American culture often embraces myths that later become accepted as popular history. By investigating the allure and power of Hickok’s myth, Ashdown and Caudill explain how American journalism and popular culture have shaped the way Civil War–era figures are remembered and reveal how Americans have embraced violence as entertainment.